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<!DOCTYPE html>
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<head>
<meta charset="utf-8">
<title>WebGL 2 Uninitialized GL Resources Tests</title>
<link rel="stylesheet" href="../../resources/js-test-style.css"/>
<script src="../../js/js-test-pre.js"></script>
<script src="../../js/webgl-test-utils.js"></script>
</head>
<body>
<div id="description"></div>
<div id="console"></div>
<canvas id="canvas" width="2" height="2"> </canvas>
<script>
"use strict";
description("Tests to check user code cannot access uninitialized data from GL resources.");

var wtu = WebGLTestUtils;
var gl = wtu.create3DContext("canvas", undefined, 2);
if (!gl)
  testFailed("Context created.");
else
  testPassed("Context created.");

// This is the maximum size that will end up being allocated with the tests
// currently written as they are. It could need to be increased later.
var scratchBuffer = new ArrayBuffer(1024 * 1024 * 8 * 4);
function zeroArrayBuffer(arr) {
    for (var i = 0; i < arr.length; ++i) {
        arr[i] = 0;
    }
}
function getUint32Array(length) {
  var arr = new Uint32Array(scratchBuffer, 0, length);
  zeroArrayBuffer(arr);
  return arr;
}
function getInt32Array(length) {
  var arr = new Int32Array(scratchBuffer, 0, length);
  zeroArrayBuffer(arr);
  return arr;
}
function getUint8Array(length) {
  var arr = new Uint8Array(scratchBuffer, 0, length);
  zeroArrayBuffer(arr);
  return arr;
}
function getInt8Array(length) {
  var arr = new Int8Array(scratchBuffer, 0, length);
  zeroArrayBuffer(arr);
  return arr;
}

function setupTexture(target, texWidth, texHeight, texDepth) {
    var is3d = (target == gl.TEXTURE_3D || target == gl.TEXTURE_2D_ARRAY);
    var texture = gl.createTexture();
    gl.bindTexture(target, texture);
    if (is3d) {
        gl.texImage3D(target, 0, gl.RGBA8, texWidth, texHeight, texDepth, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    } else if (target == gl.TEXTURE_2D) {
        gl.texImage2D(target, 0, gl.RGBA8, texWidth, texHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    } else {
        gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, gl.RGBA8, texWidth, texHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
        gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, gl.RGBA8, texWidth, texHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
        gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, gl.RGBA8, texWidth, texHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
        gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, gl.RGBA8, texWidth, texHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
        gl.texImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, gl.RGBA8, texWidth, texHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
        gl.texImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, gl.RGBA8, texWidth, texHeight, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
    }

    // this can be quite undeterministic so to improve odds of seeing uninitialized data write bits
    // into tex then delete texture then re-create one with same characteristics (driver will likely reuse mem)
    // with this trick on r59046 WebKit/OSX I get FAIL 100% of the time instead of ~15% of the time.

    var badData = getUint8Array(texWidth * texHeight * texDepth * 4);
    for (var i = 0; i < badData.length; ++i)
        badData[i] = i % 255;

    if (is3d) {
        gl.texSubImage3D(target, 0, 0, 0, 0, texWidth, texHeight, texDepth, gl.RGBA, gl.UNSIGNED_BYTE, badData);
    } else if (target == gl.TEXTURE_2D) {
        gl.texSubImage2D(target, 0, 0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, badData);
    } else {
        gl.texSubImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_X, 0, 0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, badData);
        gl.texSubImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_X, 0, 0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, badData);
        gl.texSubImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Y, 0, 0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, badData);
        gl.texSubImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, 0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, badData);
        gl.texSubImage2D(gl.TEXTURE_CUBE_MAP_POSITIVE_Z, 0, 0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, badData);
        gl.texSubImage2D(gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, 0, 0, texWidth, texHeight, gl.RGBA, gl.UNSIGNED_BYTE, badData);
    }
    gl.finish(); // make sure it has been uploaded

    gl.deleteTexture(texture);
    gl.finish(); // make sure it has been deleted

    var texture = gl.createTexture();
    gl.bindTexture(target, texture);
    return texture;
}

function checkNonZeroPixels(texture, target, format, type, texWidth, texHeight, level, layer, exceptions) {
    var tol = 2;
    var is3d = (target == gl.TEXTURE_3D || target == gl.TEXTURE_2D_ARRAY);
    switch (target) {
      case gl.TEXTURE_CUBE_MAP_POSITIVE_X:
      case gl.TEXTURE_CUBE_MAP_NEGATIVE_X:
      case gl.TEXTURE_CUBE_MAP_POSITIVE_Y:
      case gl.TEXTURE_CUBE_MAP_NEGATIVE_Y:
      case gl.TEXTURE_CUBE_MAP_POSITIVE_Z:
      case gl.TEXTURE_CUBE_MAP_NEGATIVE_Z:
        gl.bindTexture(gl.TEXTURE_CUBE_MAP, null);
        break;
      default:
        gl.bindTexture(target, null);
        break;
    }
    var fb = gl.createFramebuffer();
    gl.bindFramebuffer(gl.FRAMEBUFFER, fb);
    if (is3d) {
        gl.framebufferTextureLayer(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, texture, level, layer);
    } else {
        gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, target, texture, level);
    }
    shouldBe("gl.checkFramebufferStatus(gl.FRAMEBUFFER)", "gl.FRAMEBUFFER_COMPLETE");

    var data;
    switch (type) {
      case gl.UNSIGNED_INT:
        data = getUint32Array(texWidth * texHeight * 4);
        break;
      case gl.INT:
        data = getInt32Array(texWidth * texHeight * 4);
        break;
      case gl.UNSIGNED_BYTE:
      default:
        data = getUint8Array(texWidth * texHeight * 4);
        break;
    }
    gl.readPixels(0, 0, texWidth, texHeight, format, type, data);

    var k = 0;
    var failed_exceptions = 0;
    for (var y = 0; y < texHeight; ++y) {
        for (var x = 0; x < texWidth; ++x) {
            var index = (y * texWidth + x) * 4;
            var is_exception = false;
            for (var ii = 0; ii < exceptions.length; ++ii) {
                if (exceptions[ii].x == x && exceptions[ii].y == y) {
                    is_exception = true;
                    if (Math.abs(data[index] - exceptions[ii].r) > tol ||
                        Math.abs(data[index + 1] - exceptions[ii].g) > tol ||
                        Math.abs(data[index + 2] - exceptions[ii].b) > tol ||
                        Math.abs(data[index + 3] - exceptions[ii].a) > tol) {
                        failed_exceptions++;
                    }
                }
            }
            if (is_exception)
                continue;
            for (var i = 0; i < 4; ++i) {
                if (data[index + i] != 0) {
                    k++;
                }
            }
        }
    }
    var info = "Level = " + level;
    if (is3d)
        info  += ", layer = " + layer;
    info += " : ";
    if (k) {
        testFailed(info + "found " + k + " non-zero elements");
    } else {
        testPassed(info + "all data initialized");
    }
    if (exceptions.length > 0) {
        if (failed_exceptions) {
            testFailed(info + "found " + failed_exceptions + " elements incorrectly overwritten");
        } else {
            testPassed(info + "all initialized elements stay untouched");
        }
    }
}

function testTexImage3D() {

    var max_3d_texture_size = Math.min(gl.getParameter(gl.MAX_3D_TEXTURE_SIZE), 1024);

    var test_cases = [
      // TEXTURE_3D + RGBA8
      {
        target: "TEXTURE_3D",
        internal_format: "RGBA8",
        format: gl.RGBA,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_BYTE,
        width: 256, // minimum MAX_3D_TEXTURE_SIZE is 256
        height: 256,
        depth: 8,
        exceptions: [ { x: 0, y: 0, r: 108, g: 72, b: 36, a: 9 } ],
      },
      {
        target: "TEXTURE_3D",
        internal_format: "RGBA8",
        format: gl.RGBA,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_BYTE,
        width: 256, // minimum MAX_3D_TEXTURE_SIZE is 256
        height: 256,
        depth: 8,
        exceptions: [],
      },
      {
        target: "TEXTURE_3D",
        internal_format: "RGBA8",
        format: gl.RGBA,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_BYTE,
        width: max_3d_texture_size,
        height: max_3d_texture_size,
        depth: 4,
        exceptions: [ { x: 0, y: 128, r: 108, g: 72, b: 36, a: 9 } ],
      },
      {
        target: "TEXTURE_3D",
        internal_format: "RGBA8",
        format: gl.RGBA,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_BYTE,
        width: max_3d_texture_size,
        height: max_3d_texture_size,
        depth: 4,
        exceptions: [],
      },

      // TEXTURE_3D + RGBA8UI
      {
        target: "TEXTURE_3D",
        internal_format: "RGBA8UI",
        format: gl.RGBA_INTEGER,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_INT,
        width: 256, // minimum MAX_3D_TEXTURE_SIZE is 256
        height: 256,
        depth: 8,
        exceptions: [ { x: 0, y: 255, r: 108, g: 72, b: 36, a: 9 } ],
      },
      {
        target: "TEXTURE_3D",
        internal_format: "RGBA8UI",
        format: gl.RGBA_INTEGER,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_INT,
        width: 256, // minimum MAX_3D_TEXTURE_SIZE is 256
        height: 256,
        depth: 8,
        exceptions: [],
      },
      {
        target: "TEXTURE_3D",
        internal_format: "RGBA8UI",
        format: gl.RGBA_INTEGER,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_INT,
        width: max_3d_texture_size,
        height: max_3d_texture_size,
        depth: 4,
        exceptions: [ { x: 128, y: 0, r: 108, g: 72, b: 36, a: 9 } ],
      },
      {
        target: "TEXTURE_3D",
        internal_format: "RGBA8UI",
        format: gl.RGBA_INTEGER,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_INT,
        width: max_3d_texture_size,
        height: max_3d_texture_size,
        depth: 4,
        exceptions: [],
      },

      // TEXTURE_3D + RGBA8I
      {
        target: "TEXTURE_3D",
        internal_format: "RGBA8I",
        format: gl.RGBA_INTEGER,
        type: gl.BYTE,
        read_type: gl.INT,
        width: 256, // minimum MAX_3D_TEXTURE_SIZE is 256
        height: 256,
        depth: 8,
        exceptions: [ { x: 128, y: 255, r: 108, g: 72, b: 36, a: 9 } ],
      },
      {
        target: "TEXTURE_3D",
        internal_format: "RGBA8I",
        format: gl.RGBA_INTEGER,
        type: gl.BYTE,
        read_type: gl.INT,
        width: 256, // minimum MAX_3D_TEXTURE_SIZE is 256
        height: 256,
        depth: 8,
        exceptions: [],
      },
      {
        target: "TEXTURE_3D",
        internal_format: "RGBA8I",
        format: gl.RGBA_INTEGER,
        type: gl.BYTE,
        read_type: gl.INT,
        width: max_3d_texture_size,
        height: max_3d_texture_size,
        depth: 4,
        exceptions: [ { x: 128, y: 128, r: 108, g: 72, b: 36, a: 9 } ],
      },
      {
        target: "TEXTURE_3D",
        internal_format: "RGBA8I",
        format: gl.RGBA_INTEGER,
        type: gl.BYTE,
        read_type: gl.INT,
        width: max_3d_texture_size,
        height: max_3d_texture_size,
        depth: 4,
        exceptions: [],
      },

      // TEXTURE_2D_ARRAY + RGBA8
      {
        target: "TEXTURE_2D_ARRAY",
        internal_format: "RGBA8",
        format: gl.RGBA,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_BYTE,
        width: 1024,
        height: 1024,
        depth: 8,
        exceptions: [ { x: 1023, y: 0, r: 108, g: 72, b: 36, a: 9 } ],
      },
      {
        target: "TEXTURE_2D_ARRAY",
        internal_format: "RGBA8",
        format: gl.RGBA,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_BYTE,
        width: 1024,
        height: 1024,
        depth: 8,
        exceptions: [],
      },
      {
        target: "TEXTURE_2D_ARRAY",
        internal_format: "RGBA8",
        format: gl.RGBA,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_BYTE,
        width: 64,
        height: 64,
        depth: 256,  // minimum MAX_ARRAY_TEXTURE_LAYERS is 256
        exceptions: [ { x: 63, y: 32, r: 108, g: 72, b: 36, a: 9 } ],
      },
      {
        target: "TEXTURE_2D_ARRAY",
        internal_format: "RGBA8",
        format: gl.RGBA,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_BYTE,
        width: 64,
        height: 64,
        depth: 256,  // minimum MAX_ARRAY_TEXTURE_LAYERS is 256
        exceptions: [],
      },

      // TEXTURE_2D_ARRAY + RGBA8UI
      {
        target: "TEXTURE_2D_ARRAY",
        internal_format: "RGBA8UI",
        format: gl.RGBA_INTEGER,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_INT,
        width: 1024,
        height: 1024,
        depth: 8,
        exceptions: [ { x: 1023, y: 1023, r: 108, g: 72, b: 36, a: 9 } ],
      },
      {
        target: "TEXTURE_2D_ARRAY",
        internal_format: "RGBA8UI",
        format: gl.RGBA_INTEGER,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_INT,
        width: 1024,
        height: 1024,
        depth: 8,
        exceptions: [],
      },
      {
        target: "TEXTURE_2D_ARRAY",
        internal_format: "RGBA8UI",
        format: gl.RGBA_INTEGER,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_INT,
        width: 64,
        height: 64,
        depth: 256,  // minimum MAX_ARRAY_TEXTURE_LAYERS is 256
        exceptions: [ { x: 0, y: 0, r: 108, g: 72, b: 36, a: 9 } ],
      },
      {
        target: "TEXTURE_2D_ARRAY",
        internal_format: "RGBA8UI",
        format: gl.RGBA_INTEGER,
        type: gl.UNSIGNED_BYTE,
        read_type: gl.UNSIGNED_INT,
        width: 64,
        height: 64,
        depth: 256,  // minimum MAX_ARRAY_TEXTURE_LAYERS is 256
        exceptions: [],
      },

      // TEXTURE_2D_ARRAY + RGBA8I
      {
        target: "TEXTURE_2D_ARRAY",
        internal_format: "RGBA8I",
        format: gl.RGBA_INTEGER,
        type: gl.BYTE,
        read_type: gl.INT,
        width: 1024,
        height: 1024,
        depth: 8,
        exceptions: [ { x: 512, y: 1023, r: 108, g: 72, b: 36, a: 9 } ],
      },
      {
        target: "TEXTURE_2D_ARRAY",
        internal_format: "RGBA8I",
        format: gl.RGBA_INTEGER,
        type: gl.BYTE,
        read_type: gl.INT,
        width: 1024,
        height: 1024,
        depth: 8,
        exceptions: [],
      },
      {
        target: "TEXTURE_2D_ARRAY",
        internal_format: "RGBA8I",
        format: gl.RGBA_INTEGER,
        type: gl.BYTE,
        read_type: gl.INT,
        width: 64,
        height: 64,
        depth: 256,  // minimum MAX_ARRAY_TEXTURE_LAYERS is 256
        exceptions: [ { x: 63, y: 32, r: 108, g: 72, b: 36, a: 9 } ],
      },
      {
        target: "TEXTURE_2D_ARRAY",
        internal_format: "RGBA8I",
        format: gl.RGBA_INTEGER,
        type: gl.BYTE,
        read_type: gl.INT,
        width: 64,
        height: 64,
        depth: 256,  // minimum MAX_ARRAY_TEXTURE_LAYERS is 256
        exceptions: [],
      },

      // If more tests are added here, make sure to increase the size of
      // scratchBuffer above, if needed.
    ];

    for (var ii = 0; ii < test_cases.length; ++ii) {
        debug("");
        var test = test_cases[ii];
        debug("TexImage3D with target = " + test.target + ", internal_format = " + test.internal_format +
              ", width = " + test.width + ", height = " + test.height + ", depth = " + test.depth);
        var tex = setupTexture(gl[test.target], test.width, test.height, test.depth);
        gl.texImage3D(gl[test.target], 0, gl[test.internal_format], test.width, test.height, test.depth, 0, test.format, test.type, null);
        for (var jj = 0; jj < test.exceptions.length; ++jj) {
            var exception = test.exceptions[jj];
            var data;
            switch (test.type) {
              case gl.BYTE:
                data = getInt8Array(4 * test.depth);
                break;
              case gl.UNSIGNED_BYTE:
                data = getUint8Array(4 * test.depth);
                break;
              default:
                assert(false);
            }
            for (var pixel = 0; pixel < test.depth; ++pixel) {
                data[pixel * 4] = exception.r;
                data[pixel * 4 + 1] = exception.g;
                data[pixel * 4 + 2] = exception.b;
                data[pixel * 4 + 3] = exception.a;
            }
            gl.texSubImage3D(gl[test.target], 0, exception.x, exception.y, 0, 1, 1, test.depth, test.format, test.type, data);
        }
        for (var layer = 0; layer < test.depth; ++layer)
            checkNonZeroPixels(tex, gl[test.target], test.format, test.read_type, test.width, test.height, 0, layer, test.exceptions);
        gl.deleteTexture(tex);
        gl.finish();
        wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    }
}

function testTexStorage2D() {
    var targets = [ "TEXTURE_2D", "TEXTURE_CUBE_MAP" ];
    var width = 512;
    var height = 512;
    var levels = 5;

    for (var ii = 0; ii < targets.length; ++ii) {
        debug("");
        debug("Reading an uninitialized texture (texStorage2D) should succeed with all bytes set to 0 : target = " + targets[ii]);
        var tex = setupTexture(gl[targets[ii]], width, height, 1);
        gl.texStorage2D(gl[targets[ii]], levels, gl.RGBA8, width, height);
        for (var level = 0; level < levels; ++level) {
            if (gl[targets[ii]] == gl.TEXTURE_2D) {
                checkNonZeroPixels(tex, gl[targets[ii]], gl.RGBA, gl.UNSIGNED_BYTE, width, height, level, 0, []);
            } else {
                checkNonZeroPixels(tex, gl.TEXTURE_CUBE_MAP_POSITIVE_X, gl.RGBA, gl.UNSIGNED_BYTE, width, height, level, 0, []);
                checkNonZeroPixels(tex, gl.TEXTURE_CUBE_MAP_NEGATIVE_X, gl.RGBA, gl.UNSIGNED_BYTE, width, height, level, 0, []);
                checkNonZeroPixels(tex, gl.TEXTURE_CUBE_MAP_POSITIVE_Y, gl.RGBA, gl.UNSIGNED_BYTE, width, height, level, 0, []);
                checkNonZeroPixels(tex, gl.TEXTURE_CUBE_MAP_NEGATIVE_Y, gl.RGBA, gl.UNSIGNED_BYTE, width, height, level, 0, []);
                checkNonZeroPixels(tex, gl.TEXTURE_CUBE_MAP_POSITIVE_Z, gl.RGBA, gl.UNSIGNED_BYTE, width, height, level, 0, []);
                checkNonZeroPixels(tex, gl.TEXTURE_CUBE_MAP_NEGATIVE_Z, gl.RGBA, gl.UNSIGNED_BYTE, width, height, level, 0, []);
            }
        }
        gl.deleteTexture(tex);
        gl.finish();
        wtu.glErrorShouldBe(gl, gl.NO_ERROR);
    }
}

function testTexStorage3D() {
    var targets = [ "TEXTURE_3D", "TEXTURE_2D_ARRAY" ];
    var internal_formats = [ "RGBA8", "RGBA8UI", "RGBA8I" ];
    var formats = [ gl.RGBA, gl.RGBA_INTEGER, gl.RGBA_INTEGER ];
    var read_types = [ gl.UNSIGNED_BYTE, gl.UNSIGNED_INT, gl.INT ];
    var width = 256;  // minimum MAX_3D_TEXTURE_SIZE is 256
    var height = 256;  // minimum MAX_3D_TEXTURE_SIZE is 256
    var depth = 8;
    var levels = 5;

    for (var ii = 0; ii < targets.length; ++ii) {
        debug("");
        debug("Reading an uninitialized texture (texStorage3D) should succeed with all bytes set to 0 : target = " + targets[ii]);
        for (var jj = 0; jj < internal_formats.length; ++jj) {
            debug("");
            debug("Internal format : " + internal_formats[jj]);
            var tex = setupTexture(gl[targets[ii]], width, height, depth);
            gl.texStorage3D(gl[targets[ii]], levels, gl[internal_formats[jj]], width, height, depth);
            var level_depth = depth;
            for (var level = 0; level < levels; ++level) {
                for (var layer = 0; layer < level_depth; ++layer) {
                    checkNonZeroPixels(tex, gl[targets[ii]], formats[jj], read_types[jj], width, height, level, layer, []);
                }
                if (gl[targets[ii]] == gl.TEXTURE_3D)
                    level_depth = Math.max(1, level_depth >> 1);
            }
            gl.deleteTexture(tex);
            gl.finish();
            wtu.glErrorShouldBe(gl, gl.NO_ERROR);
        }
    }
}

testTexImage3D();
testTexStorage2D();
testTexStorage3D();

debug("");
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